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Authors: Angie Sage

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A
LTHER
M
ELLA

A
LTHER
M
ELLA
was the ExtraOrdinary Wizard during a long period of peace in the Castle. Everyone liked Alther—and respected him too. He enjoyed the company of all kinds of people in the Castle and the Port and was also known to be a powerful Wizard. He had many Apprentices, the last two being Silas Heap and Marcia Overstrand. People were surprised when Alther took on Marcia. None of his previous Apprentices had been known as great students of
Magyk
—but Marcia was different. Some people even went as far as to say that Alther Mella had grown up at last.

A small shadow on Alther’s reputation was the way in which he became ExtraOrdinary Wizard. Most of the inhabitants of the Castle had gathered in the Wizard Tower courtyard to watch the fight between the highly unpopular ExtraOrdinary Wizard DomDaniel and his much-loved Apprentice, Alther Mella. The fight took place on the golden Pyramid at the very top of the Wizard Tower, and it appeared that Alther pushed DomDaniel to his death. But things are not always as they seem.

It is worth noting here that Alther’s protests that he did
not
push DomDaniel—that DomDaniel actually jumped—must indeed be true. Alther became ExtraOrdinary Wizard by a rare process of
Transformation
. ExtraOrdinary Wizards are created by a direct transfer of the Akhu Amulet from the previous incumbent—as happened with Marcia. This can also be taken by force, as DomDaniel did for his second—mercifully brief—period of office, and as, indeed, Alther did from DomDaniel. But Alther was also totally
Transformed
. During his horror-struck run down through the Wizard Tower, Alther’s green Apprentice robes were
Transformed
to the purple robes of an ExtraOrdinary Wizard, and his very battered silver Apprentice belt
Transmuted
into the gold and platinum of the ExtraOrdinary Wizard. This is a rare occurrence and happens only at times of great importance. Incidentally, Marcia’s belt was actually
Transmuted
, but she had to get her own robes from the Wardrobe Wizard on the tenth floor.

Now Alther wears only ghostly ExtraOrdinary robes, complete with the bloodstain on his chest where he was shot. He has long white hair, which is neatly tied back into a ponytail, and a well-trimmed white beard. This is because Alther had dressed up for his visit to the Queen and so is preserved forever in a way quite un typical of his usual everyday appearance.

Alther does not particularly like being a ghost. Who does? But, as he tells Marcia, it is better than the alternative. The one thing that Alther does enjoy about his ghostly state is his ability to fly. He loves the fact that he has lost his crippling fear of heights and is free to soar like a bird. His favorite occupation is skimming low along the river on a still night at full moon. At times like that Alther feels everything is right with the world.

Recently Alther has not done much flying. He has been taking care of Alice Nettles in her own Resting Time—the year and a day after entry into ghosthood. They have taken up residence in the Pavilion that Princess Jenna set up for them on the Palace Landing Stage, but Alther is looking forward to the time when he can take Alice by the hand and fly along the river with her by moonlight.

Alther Mella’s Guide to Being Dead

TEN HANDY RULES FOR NEW GHOSTS

GHOSTWRITTEN BY SILAS HEAP

O
KAY, SO THE WORST HAS ACTUALLY HAPPENED
.
You are dead. It’s a big shock. In fact, some of you may not even realize you are dead. But you
are
. You have—as we so foolishly used to say—fallen off your perch, kicked the bucket and gone to a better place. Don’t worry if you feel weird—it happens to us all eventually. It’s a tough time, but you are not alone. With the help of my former Apprentice Silas Heap, I have put together this little pamphlet for all you new ghosts. We try and deliver it when and where needed and hope it may be of some use.

R
ULE
O
NE
: Resting Time

This lasts for a year and a day. You will find that you are confined to the very spot where you died. This can be the most difficult time of all for some, as this very place may have bad memories for you. However, try to see it as a way of understanding what has happened to you. Do not use your time here as a way of getting back at those who are still Living in that place, however much you may feel they deserve it. As a ghost you should be above all that. For much of your
Resting Time
, particularly in the early days, you may be confused about where you are and why you are there. But, as the year and a day progresses, things will become clearer, and by the end of your
Resting Time
you will feel quite transformed.

R
ULE
T
WO
: Move On

After your
Resting Time
you are free to leave the place where you entered ghosthood. Be brave and take that first step. Some ghosts never do, and this is a mistake. It can lead to a miserable and haunted time for all.

R
ULE
T
HREE
: Tread Once More

Be aware of this cardinal rule of ghosthood:

A ghost may only tread once more

Where, Living, he has trod before.

Most ghosts do not worry about this; they are happy to stick to familiar places. However, it does mean that you cannot use your ghosthood as an opportunity to go to all those wonderful lands you meant to visit when you were Living. My advice is to do the things you want to do
before
you die.

But I can pass on a useful tip—for all you sailors out there, you can still travel in your boat. Of course you cannot disembark, but you can see the world. Make sure someone keeps your boat in good order. If she sinks, you will be
Returned
. This also applies to horses (obviously not the sinking part), but unfortunately horses do not last forever. I have heard of some ghosts who have been
ReUnited
with the ghosts of their horses, but this is a complicated process. See our supplementary pamphlet
Advanced Ghosthood
displayed in the window of the Manuscriptorium and in the Hole in the
Wall
Tavern.

R
ULE
F
OUR
: Returned

If you step outside your “trod before” zone, you will be
Returned
to the nearest place where you have trod before. Being
Returned
is a foul experience; the best way I can describe it is like being sucked into a screaming whirlwind. Unless you are very cautious, you will probably experience it once or twice.

R
ULE
F
IVE
: Pass Through

This is an experience you will be bound to have. Being
Passed Through
is not as bad as being
Returned
, but it is no fun. This happens when a Living person—or a part of a Living person—
Passes Through
you. It may just be the wave of a hand or a complete body
Passing Through.
Either way it is not pleasant and makes you feel quite hollow for some minutes afterward. Best avoided by carefully watching where you are going. You cannot blame the Living for doing this, although some do seem to be particularly careless. But remember they cannot see you unless you
Appear
to them. See Rule Six.

R
ULE
S
IX
: Appearing

Your first
Appearance
to the Living as a ghost is a big moment. Many choose never to
Appear
at all, and for all of us it is an important decision.

Some questions you may wish to ask yourself before you
Appear
:

  • Who do I wish to
    Appear
    to?
  • Is he or she expecting me?
  • Is he or she in a situation where it is safe/not embarrassing for me to
    Appear
    ?

Generally it is best to conduct your
Appearance
in the same way you would have conducted a visit when Living—make sure you will be welcome and do not stay too long. Remember, the Living may be upset at seeing you, particularly if you were close to them.

You yourself may also find the experience unsettling. Many ghosts say that it was at their first
Appearance
that they truly realized that they were indeed a ghost—especially if they saw themselves in a looking glass.

Think carefully before you
Appear
.

R
ULE
S
EVEN
: Flight

One of the perks of being a ghost. Enjoy it. The air above where you once trod is available to you at any height. I recommend low-level flying.

R
ULE
E
IGHT
: Causing

Under some circumstances you may be able to
Cause
something in the Living world to move. This is not easy. Instructions can be found in our Advanced pamphlet.
Causing
is mentioned here for your information only.

R
ULE
N
INE
: E
ATING

You can’t. It’s a shame, but you get used to it.

R
ULE
T
EN
: G
HOST
E
TIQUETTE

Be polite to all ghosts.

Be patient to older ghosts, known as Ancients. They can be very faint and confused—remember, you will be an Ancient one day.

Do not scare the Living for the fun of it.

Do not
Pass Through
other ghosts.

T
OP
T
IPS FOR A
H
APPY
G
HOSTHOOD
:

  • Be sociable: visit the Hole in the Wall Tavern.
  • Remember you are responsible for the atmosphere wherever you are—be positive.
  • And no, things were
    not
    always better in the Good Old Days.
BOOK: The Magykal Papers
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